home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Belgian Amiga Club - ADF Collection
/
BS1 part 31.zip
/
BS1 part 31
/
Professional Football Simulation v3.0 (1990)(MicroSearch)(Disk 2 of 2)[cr CLS][aka Head Coach].7z
/
Professional Football Simulation v3.0 (1990)(MicroSearch)(Disk 2 of 2)[cr CLS][aka Head Coach].adf
/
offense.doc
< prev
next >
Wrap
Text File
|
1990-11-16
|
30KB
|
690 lines
Section 5
Calling the Offense
In Section 3, Your First Game, you were guided through getting a game
started. You called defenses and offenses using the playbook mode, which
allows simplified names to be attached to detailed professional style play
calling. To make your own detailed calls, switch to the detailed mode by
entering the following dot command:
.PB
Head Coach places your team in the detailed mode. Entering another ".PB"
returns your team to the playbook mode. The mode of calling is set for
each team individually. One team could be in playbook mode, and the other
in detailed mode.
If your team is in playbook mode, you have used the .DP command to enable
the displaying of playbook contents, you are using the standard playbook,
and you enter a SWEEPR offensive call, the following characters are
displayed:
OR.HB8PF.FBL
These characters are the actual detailed call for the SWEEPR play as
recorded in the playbook. The detailed call consists of a series of
letters and numbers, separated by dots ".". When entering characters, you
may use either uppercase or lowercase, and blanks are ignored. Enter
blanks wherever you like to make the calls easier to read.
Each character means something specific, is easy to learn, and provides the
flexibility of real professional play calling. A complete offensive play
call consists of the following parts, some of which are required and some
of which are optional:
Formation Required
Basic Play Required
Pass Patterns Optional
Play Action Optional
Formations
In order to describe the formations to be used, the following names are
used:
Linemen: Left Tackle (LT)
Right Tackle (RT)
Center (CR)
Right Guard (RG)
Left Guard (LG)
Basic 3 Receivers:
Tight End (TE)
Split End (SE)
Flanker (FL)
Backs: Halfback (HB)
Fullback (FB)
Quarterback (QB)
The linemen (LT, RT, CR, RG, LG) are always aligned as shown in Figure 5-1;
no variations are possible.
The Basic 3 Receivers are positioned by specifying the strength of the
formation. The strength, which is either Right (R) or Left (L), is the
side that contains the Tight End (TE) and the Flanker (FL). Figure 5-2
shows a strong right formation, and Figure 5-3 shows a strong left
formation (without the backs). Once the formation strength has been
specified, the strong side of a formation is the side toward the TE and FL,
and the weak Side of a formation is the side away from the TE and FL (the
side toward the SE).
The Backs are positioned by specifying one of the following back alignment
types (note that in some cases, one or more of the basic 3 receivers are
reassigned):
O -- "Open" -- QB behind CR,
FB behind strong side tackle,
HB behind weak side tackle.
I -- "I" -- QB behind CR,
FB behind QB,
HB behind FB.
N -- "NEAR" -- QB behind CR,
FB behind QB,
HB behind strong side
(near) tackle.
F -- "FAR" -- QB behind CR,
FB behind QB,
HB behind weak side
(far) tackle.
1 -- "One Back" -- QB behind CR,
FB behind QB,
HB outside weak side tackle.
G -- "ShotGun" -- QB away from CR,
HB between weak side tackle and
SE,
FB beside QB,
TE split (set wide) to the
strong side,
FL between strong side tackle
and TE ("in the slot").
4 -- "4 Receivers" -- QB behind CR,
FB behind QB,
TE split (set wide) to the
strong side,
FL between strong side tackle
and TE ("in the slot"),
HB between weak side tackle
and SE ("in the slot").
5 -- "5 Receivers" -- QB behind CR,
TE split (set wide) to the
strong side,
HB outside strong side tackle,
FL between strong side tackle
and TE ("in the slot"),
FB between weak side tackle
and SE ("in the slot").
W -- "Wishbone" -- QB behind CR,
FB behind QB, nearer than
other formations
HB behind weakside tackle.
FL behind strongside tackle.
D -- "Double TE" -- QB behind CR,
FB behind QB,
SE alongside weakside
tackle ("tight weak"),
HB outside SE
Figures 5-4 through 5-23 show all formations possible with the specifiers
defined so far.
With the specifiers you know so far, twenty formations are possible -- ten
back alignments with two strengths for each. These twenty offer quite a
few choices, but not enough to simulate a professional team. More options
are needed to position your offensive players (not linemen, however) in the
most advantageous spots.
All offensive formations begin with the back alignment and strength.
Following the back alignment and strength, you may optionally specify that
you would like either the HB and FB or the SE and FL to exchange positions.
To exchange the HB and FB you use an "X". To exchange the FL and SE, use a
"Y". You can use one or both in any order. Place the exchange character
or characters immediately following the back alignment and strength as
follows:
IRX -- specifies an I Right, with the
HB behind QB and the FB behind
the HB. The HB and FB have exchanged
their normal positions for an I
formation.
OLY -- specifies an O Left, with the
FL playing as a SE on the weak
side (right), and the SE playing
as a FL on the strong side (left).
1RXY-- specifies a 1 back offense Right,
with the HB and FB exchanged and
the SE and FL exchanged.
If you have used a "Y" exchange the names of the FL and SE have been
exchanged for the duration of that play. For exampale, you have called an
ORY formation. The FL is now playing SE on the offensive left side of the
formation, and SE is now playing FL on the offensive right side. If you
want to assign a pass pattern (described later) to the FL playing as a SE
on this play, you have to refer to that player as SE.
Figures 5-24 through 5-26 show these example formations that specify an
exchange.
Now you can specify 80 formations, but still more are needed to provide
full professional simulation. Following the back alignment, strength, and
optional exchange, you may place specific players in specific spots. For
each formation there are fourteen "spots" designated, seven to the strong
side and seven to the weak (shown in Figure 5-24). The seven on the strong
side and the seven on the weak side consist of three spots on the line of
scrimmage and four in the backfield. The spots on the line of scrimmage
are:
T -- "Tight" -- 2 yards outside the tackle
L -- "Loose" -- 4 yards outside the tackle
O -- "Out" -- 14 yards outside the tackle
The spots in the backfield are:
W -- "Wing" -- 1 yard outside the tackle
S -- "Slot" -- 6 yards outside the tackle
F -- "Flank" -- 14 yards outside the tackle
R -- "Running back " -- Behind the offensive tackle
When calling these position modifiers, specify the player and the spot that
is to be occupied. The player is specified by either the offensive
position being played (TE, FL, etc.) or by the player jersey number (81,
26, etc.). The formation spot for the player is indicated by the spot name
(T, W, etc.) and the side. Specify the side by entering one of the
following:
R -- "Right"
L -- "Left"
W -- "Weak"
S -- "Strong"
For example:
ORFLWL -- Open Right, FLanker Wing Left
ILXSETW -- I Left, Exchange, SE Tight Weak
1RFBWS -- 1 back Right, FullBack Wing Strong
Figures 5-28 through 5-30 show formations that include position modifiers.
The formation portion of the play call ends with a period. Therefore, in
the SWEEPR playbook example that began this section (OR.HB8PF.FBL), the
formation is an Open back strong Right (OR). The period after the OR tells
Head Coach that the formation call is complete.
Man in Motion
Another way to adjust your formation before the snap of the ball is to put
a man in motion. To specify a man in motion simply follow your formation
specification with an "M", the name of the player to go in motion, and the
formation "spot" the player will occupy when the ball is snapped. For
example:
IRYMHBWL.FB0W
The calls an "I" strong right, with a "Y" exchange. The "M" indicates a
man in motion. The HB will go in motion to the left and when the HB
arrives at the wing left position ("WL"), the ball will be snapped. In
this case, the play is a run to the FB through the 0 hole with wedge
blocking. Another example:
FLFLWSMFLFS.HB8+5QO
This calls a far left formation with the FL in a wing strong (left) spot.
The FL will go in motion to the strong side, and when FL arrives at the
flank strong spot the ball will be snapped. The play is HB run 5 yards
outside of the 8 hole, quick toss, and the onside guard pulls to block.
Strategy of Formation Selection
Head Coach offers many formation possibilities so that you can gain an
advantage for a particular play call by knowing your offense and the
defense you are attacking. The alignment for the linebackers, corners, and
deep backs depends upon the offensive formation. For example, the
cornerbacks (RC and LC) always align, and usually cover, the widest
receiver to their side. In a straight OR formation for example, the widest
receiver to the offense's left (defense's right) is the SE. If the
following formation is called:
ORSETWFLFW
The SE has been moved tight weak (left) and the FL has been moved flank
(wide, in the backfield) weak (left). This makes FL the widest receiver to
the defense's right, and the RC that against the OR formation aligns on SE
is now aligned on FL. This has forced coverage RC to FL, which may be more
favorable to the offense.
Use of the "Y" exchange allows you to have either your SE or FL always play
on the same side of the field, regardless of the offensive strength. For
example, if the defensive LC, who normally plays on the widest receiver to
the offensive right side, is rather weak compared to the offensive FL,
using a strong left formation would place the FL on the offensive left
side. By using a strong left formation with a "Y" exchange, the FL is
still on the offensive right side, playing against the weaker defensive LC.
The ".MU" dot command (Section 7, Dot Commands) establishes the matchup
mode and provides the ability to call plays against your opponent and see
the matchups that result. The matchup mode is very useful for evaluating
the effect of various formations against your opponent.
Basic Play
After you call the formation (as indicated by the period), you must specify
whether the play is a run or a pass. If the two characters following the
period specify a pass type, the play is a pass. If the two characters do
not specify a pass type, they must specify a ball carrier. The play is a
run.
The pass types are:
PK - Pocket pass
RR - Roll right
RL - Roll left
RS - Roll strong
RW - Roll weak
SR - Screen right
SL - Screen left
SS - Screen strong
SW - Screen weak
For example, in the SWEEPR playbook call (OR.HB8PF.FBL) the formation is
Open backs strong Right, with the HalfBack (HB) carrying the ball. Since a
ball carrier followed the formation specification, the play is a run. The
PWEAKR playbook call (IL.PK SED HBP FBW TEA FLA) specifies an I Left
formation, followed by a PK pass type. The two letters following the
formation specify a pass type (PK), so the play is a pass.
Passing Plays
If a pass has been called, the pass type specified the blocking for the
interior linemen and the movement of the QB, as shown in Figure 5-31.
Figure 5-31 shows movement, with "R" or "L" as the direction. For the RW,
RS, SS, and SW pass types, the "W" means to the weak side, and the "S"
means to the strong side. For example:
RW -- If in a strong Right formation,
RW means Roll Left.
SS -- If in a strong Left formation,
SS means Screen Left.
What you must enter following the pass type specifier depends upon if you
have called a screen pass or not. The screen pass input is different from
the others.
Screen Passes
Unlike the other pass types, the screen pass has only one receiver. If you
have called a screen pass, the screen pass specifier must be followed by
the receiver that will be thrown the ball.
Following the screen pass receiver you may press RETURN or type a dot
("."). If you do not enter a dot, the remaining backs and receivers will
not move. If you do type a dot, the dot is followed by additional pass
receivers and pass routes they will run (assigning receivers and routes is
discussed in the following paragraphs). The passer (QB) will not throw to
these secondary receivers, but they influence the movement of pass
defenders. For example:
OR.SWHB.SEP TEO FLH
This example calls for an Open Right formation, with a screen pass to the
weak side (SW). Because the offense is in a strong right formation, the
weak side is to the left of the offense. The pass will be thrown to the
HB, with the SE running a Post route, the TE an Out, and the FL a Hook.
Non-Screen Passes
If you are not calling a screen pass, follow the pass type with a list of
receivers and the pass routes that the receivers will run. A pass route is
defined by two items:
* Where the player will end up relative to
his formation position ( the end point)
* The path taken to arrive at the end point
The end point is defined by two items:
* The yards downfield from the formation position
* The lateral movement in yards from
the formation position
The lateral direction of the lateral movement yards is either:
Minus yards - Move toward the center
of the field.
Positive yards - Move toward the sideline.
The path names are diagrammed in Figure 5-32. The path names indicate the
shape of the route. A "T" route, for example, means that the receiver will
travel the full distance downfield and then make a 90-degree turn either
inside or outside. The "I" path means that the receiver moves straight
toward the end point with no turns.
Specifying a Pass Route by Name
You may specify a pass route by its name. Head Coach defines a series of
route names and their definitions (path, downfield distance, lateral
movement). Table 5-1, Pass Route Table, presents the pass routes
available. For example, Table 5-1 lists a Post (P) pass as being a "Y"
shape path, 30 yards deep, and 10 yards to the inside. A receiver running
an Out (O) route will travel 12 yards downfield,9 yards toward the
sideline, using a "T" path.
A commonly used presentation of pass routes available is the "passing
tree". Figure 5-33 shows the named pass routes displayed on a receiver
aligned to the right of the offensive CR. If the receiver were aligned to
the left of the CR, lateral movements would be reversed. For example, the
"In" pass route (I) always moves toward the center of the field.
Using the pass route names, the PWEAKR playbook call:
IL.PK SED HBP FBW TEA FLA
specifies the following pass receivers and routes:
SE - Deep hook - (SED)
HB - Post - (HBP)
FB - Wide cross - (FBW)
TE - Angle - (TEA)
FL - Angle - (FBA)
Specifying a Detailed Pass Route
You may also specify a pass route by making a detail pass route call
beginning with the slash character "/", followed by the path shape, the
downfield yards, the lateral movement, and ending with a final slash
character. All fields are separated by commas:
/Y,28,-15/
This example specifies a "Y" shape route that takes the receiver 28 yards
downfield and 15 yards toward the inside (middle) of the field. To send a
receiver on a "U" path 9 yards downfield and 10 yards to the outside,
specify:
/U,9,10/
The PMIDR playbook call is:
OL.PK SEF FLA FBA TEA HB/U,12,15/
This calls an Open Left formation, PK pass with the following pass routes:
SEF - SE Fly
FLA - FL Angle
FBA - FB Angle
TEA - TE Angle
HB - HB "U" path, 12 yards downfield,
15 yards to the outside
Running Plays
If a run has been called, you must specify the spot where the ball carrier
will carry the ball. The place where the ball will be carried is called
the point of attack, or hole. As shown in Figure 5-34, the holes are in
the spaces between the offensive linemen. The holes are numbered with the
even-numbered holes to the offense's right, and odd-numbered holes to the
offense's left. The zero (0) hole is directly over the offensive center.
Therefore, in the SWEEPR playbook example (OR.HB8PF.FBL), the ball carrier
is the HB (HalfBack), and the point of attack is the 8 hole.
If you follow the hole specifier with a plus sign ("+") the hole is moved
one-half a hole position to the outside of the specified hole. Using a
minus ("-") moves the point of attack one-half a hole position to the
inside of the specified hole. For example:
1R.FB4-
Normally the FB would run to the 4 hole, between the offensive right tackle
and right guard. Specifying the "4-" hole places the point of attack
directly over the offensive right guard.
If you use either a "-" or a "+", you may follow the character with a
number of yards you would like the hole moved either inside or outside,
respectively. For example:
OR.HB8+12P
This calls an open right formation, with the HB carrying the ball 12 yards
outside the 8 hole. The "+" or "-" MUST be placed immediately after the
hole. If you also specify yards, the yards must be immediately after the
"+" or "-"
So far you have specified the formation, ball carrier, and point of attack.
Two more items can still be specified: blocking and assignments for the
remaining backs and pass receivers.
If a blocking assignment is not called, all linemen (LT, LG, CR, RG, RT)
will block defenders in their area. This is called zone blocking. If a
special type of blocking is desired, a series of single character blocking
assignments can be included in the play call after the point of attack.
Table 5-2 lists the blocking assignments that can be called.
In the SWEEPR example (OR.HB8PF.FBL), the first blocking type specified is
the "P", or power block. Table 5-2 describes power blocking as both
offensive guards pulling to the point of attack and blocking. The "F" or
far block indicates that the offside offensive tackle also pulls to the
point of attack.
Table 5-2 defines the blocking assignments you may make; two need special
explanation. The "G" or go block is used to make the defense think that
the offense is running to a hole that is wide (7 or 8 hole). The guard who
is on the side of the point of attack (onside guard) pulls to the widest
hole on that side. When the "G" block is used, the actual hole is the
place the guard just vacated. The "G" block is used to defeat the guard
keying that the defense may use (described in Section 6, Calling the
Defense). In guard keying, the defensive tackles key the guards and go
where the guards go. With "G" blocking, the defensive tackle follows the
guard away from the hole. However, if you call "G" blocking and the
defense is not guard keying, you have no blocker at the point of attack.
The letter "Q", which means quick toss, does not actually specify a block.
With a "Q" call, the quarterback quickly toses the ball to the ball
carrier.
You now know how to set your formation, call the ball carrier and the hole
for a run, and specify the blocking. These calls make assignments to all
offensive players except the backs who are not carrying the ball and the
two ends.
If you do not specify an assignment for the backs who are not carrying the
ball, the backs will stay in their formation spot and will serve as zone
blockers to any defender that comes into the area.
If the tight end (TE) or split end (SE) is in a tight position (not "loose"
or "out"), and the hole is to their formation side, the end will zone
block. If the hole is to the opposite side of the formation spot, or if
the end is in either a "loose" or "out" spot, the end will run a corner
pass route.
Table 5-1 lists an additional assignment that can be made for the off backs
and ends, the "L" assignment. This assignment, like the blocking
assignments, is a single-letter assignment character that follows the name
of the player being assigned. For example, in the SWEEPR playbook call
(OR.HB8PF.FBL), the FullBack (FB) has been given an "L" assignment. As
shown in Table 5-1, that means the FB "leads" the ball carrrier at the
point of attack. If you had called:
OR.HB8PF.FBLFLL
You would have told both the FB and the Flanker (FL) to lead at the point
of attack.
Following the ball carrier, hole, and blocking, you may place another
period and specify pass route assignments, or a lead, or you may specify a
back to go to a particular hole. These assignments are made by specifying
the player position or jersey number and the single character route
specified in Table 5-1.
Figure 5-35 shows a final running play example:
IR X SELW.FB5TQ.SEL HB8 FLO TEC
This calls for an I Right formation with HB,FB exchange; SE Loose Weak.
The FB carries the ball through the 5 hole, with trap blocking (RG pulls to
the 5 hole), and the QB makes a quick toss to the FB. The SE leads the
play (block at the 5 hole), the HB decoys by running to the 8 hole, the FL
runs an Out route, and the TE runs a Corner route.
Play Action Plays
Another class of offensive plays that will add excitement to your games are
the play action plays. A play action tries to make the defense expect a
certain play, which suddenly turns into something else. For example, the
standard playbook includes a run called the "DRAW". A draw is a play that
starts out by trying to make the defense think a pass play is being
executed. The ball is then handed to a ball carrier, and the play turns
into a run.
Head Coach provides a simple method of calling one play and then turning
the play into something else. Start by calling the play that you want the
defense to think you are running. For example, assume you want the defense
to think you are running the HB through the 8 hole with trap blocking.
Begin by making your detailed call as follows (do not press RETURN yet):
OR.HB8T.FBO SEP TEC FLO
So far, the play call is normal: Open Right formation, HB ball carrier
through the 8 hole with Trap blocking. In anticipation of actually running
a pass play, the example above includes pass routes for the FB, SE, TE, and
FL. Enter a semi-colon (";") and a pass type as follows:
OR.HB8T.FBO SEP TEC FLO;RR
The ending ";RR" indicates that all players are to do whatever has been
assigned, but the ball is NOT handed off on a run. The QB rolls out to the
right and throws a pass. This example is shown in Figure 5-36.
There are three types of play action plays:
* Runs that turn into passes
* Passes that turn into runs
* Runs that the ball carrier
hands the ball to a second
ball carrier -- this is
called a "reverse"
When calling a run that turns into a pass, the following pass types are valid:
PK - Pocket pass position
RR - Roll right
RL - Roll left
RS - Roll strong
RW - Roll weak
BC - Ball carrier will throw the ball
The BC pass type means that the QB hands the ball to the ball carrier, who
runs a few steps and then throws the ball. In a BC pass, the QB may
actually go out as a receiver.
When calling a pass that turns into a run, call the pass as normal, enter
";", and then specify a ball carrier and a hole. Head Coach moves the
players so that a reasonable handoff can take place.
To call a reverse, simply make the call for the original hand-off.
Following the run, place a ";" followed by the second ball carrier and the
new point of attack. For example:
IRFLSW.HB7Q.FB7;FL8
This calls an I Right formation with the FL slotted weak. The HB will
carry the ball to the 7 hole, with the quarterback making a quick toss.
The FB leads at the 7 hole. The ";FL8" means that the FB who received the
ball from the quarterback hands the ball to the FL running toward the eight
hole. Head Coach will examine the path taken by both ball carriers and
will make the handoff at the closest point. Important: if the ball
carriers do not get within two yards of each other, a fumble will result
(after the tackle)! So calling reverses does take practice.
Combining Playbook and Detailed Calls
Playbooks are very handy. Many times while in detailed mode you would like
to call a play just like it is in the playbook. To call a playbook play
while in detailed mode, use the playbook name enclosed in apostrophes:
'SWEEPR'
Any time an apostrophe (') appears, while in detailed mode, Head Coach
assumes you are specifying a playbook name. Head Coach searches your
playbook looking for the specified playbook name. When the playbook name
is located, the contents of the playbook entry are substituted for the name
enclosed by the apostrophes. In the SWEEPR example, entering 'SWEEPR' is
treated just as if you had typed:
OR.HB8PF.FBL
Head Coach has replaced the apostrophes and the playbook name with the
playbook contents. If you have modified the playbook contents of the
SWEEPR entry, your modified SWEEPR play will be used.
This substitution can be used to quickly call a play action play. For
example:
'SWEEPR';RR
Because Head Coach will replace the apostrophes and everything in between
with the playbook contents for the play SWEEPR, the line above is treated
as if you had typed:
OR.HB8PF.FBL;RR
This is a play action pass off of a SWEEPR play. Anything you type after
the second apostrophe (";RR" in the example) is still present in your line,
after the contents of the playbook name have been substituted.
Using this substitution, you can create special formations as playbook
names. If, for example, you have a formation that gives favorable
matchups, you can place the formation into your playbook (see Section 4,
The Playbook, Making Your Own Playbook) and give it a name. For example,
if you have created a playbook entry as follows:
"SPFORM"ORSETWFLSW
Entering the following:
'SPFORM'.FB4W.HB7
Produces:
ORSETWFLSW.FB4W.HB7
If you want to use a playbook play while in detailed mode, you can omit the
ending apostrophe (') as follows:
'SWEEPR
This is treated just like:
'SWEEPR'
In this manner, the playbook can be used to hold substitution calls as
well. Any command that is entered on one line can be placed into the
playbook, given a name, and called up at any time.
For example:
"SUBTEFB".SU87.TE;25.FB
This playbook entry allows you to substitute #87 for teh TE and #25 for the
FB by entering:
SUBTEFB
For an explanation of the .su dot command, see Section 7, Dot Commands.